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Anticheat file questions


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1. how in depth does the anticheat go , ie what kind of mods can you have or not have.

2. when i find a player that has joined my server and then kicked for suspected hint hint suspected cheating, how can i be certin that maybe that player just had a dirty install of SA 1.0 (mods) not the clean one, and was not cheating.

3. (me talking with points, not really a question)... i have been keeping tabs on the players that enter and leave my server, anyone that has either logged on for a few seconds or played for a few hours. i have been keeping that info in a notepad file but also have a separate file with the suspected cheaters (thanks in part of the mtaserver text document file)

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Maybe we start up a private forum just for the servers admins that can share these cheaters IP's??

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well, i have a server. even i have been kicked from my own server for "cheating". i have no mods at all in game and was not cheating at all. i think anti cheat is more buggy than anything right now.

for instance, i tried to boot MTA SA on my wifes laptop to play a little 1 on 1, but her via graphics chip crashed. after about 5 seconds server kicked her for suspected cheating. maybe wait a little for updated anticheat.

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The anticheat definition file contains algorithms used to detect people with modified GTA installs and trainers modifying areas that potentially can be used for cheating.

As for the kicking log, I'd be careful banning these IP's as we've noticed a connection desync bug that happens fairly often that in the end will make the anticheat kicking the player due to a limited number of packets comming through (it will think you're pausing the process). These cases are not the player's fault, it's a technical fault, and it's unfair if these people are blamed for cheating. This will be addressed later.

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